def fill(self, window, worlds, location_pools, item_pools): search = Search.max_explore([world.state for world in worlds], itertools.chain.from_iterable(item_pools)) if not search.can_beat_game(False): raise FillError('Item pool does not contain items required to beat game!') for world_dist in self.world_dists: world_dist.fill(window, worlds, location_pools, item_pools)
def fill_prizes(world, attempts=15): all_state = world.get_all_state(keys=True) for player in range(1, world.players + 1): crystals = ItemFactory(['Red Pendant', 'Blue Pendant', 'Green Pendant', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 7', 'Crystal 5', 'Crystal 6'], player) crystal_locations = [world.get_location('Turtle Rock - Prize', player), world.get_location('Eastern Palace - Prize', player), world.get_location('Desert Palace - Prize', player), world.get_location('Tower of Hera - Prize', player), world.get_location('Palace of Darkness - Prize', player), world.get_location('Thieves\' Town - Prize', player), world.get_location('Skull Woods - Prize', player), world.get_location('Swamp Palace - Prize', player), world.get_location('Ice Palace - Prize', player), world.get_location('Misery Mire - Prize', player)] placed_prizes = [loc.item.name for loc in crystal_locations if loc.item is not None] unplaced_prizes = [crystal for crystal in crystals if crystal.name not in placed_prizes] empty_crystal_locations = [loc for loc in crystal_locations if loc.item is None] for attempt in range(attempts): try: prizepool = list(unplaced_prizes) prize_locs = list(empty_crystal_locations) world.random.shuffle(prizepool) world.random.shuffle(prize_locs) fill_restrictive(world, all_state, prize_locs, prizepool, True) except FillError as e: logging.getLogger('').exception("Failed to place dungeon prizes (%s). Will retry %s more times", e, attempts - attempt) for location in empty_crystal_locations: location.item = None continue break else: raise FillError('Unable to place dungeon prizes')
def fill(self, window, worlds, location_pools, item_pools): world = worlds[self.id] for (location_name, record) in pattern_dict_items(self.locations): if record.item is None: continue player_id = self.id if record.player is None else record.player - 1 location_matcher = lambda loc: loc.world.id == world.id and loc.name == location_name location = pull_first_element(location_pools, location_matcher) if location is None: try: location = LocationFactory(location_name) except KeyError: raise RuntimeError('Unknown location in world %d: %s' % (world.id + 1, name)) if location.type == 'Boss': continue else: raise RuntimeError( 'Location already filled in world %d: %s' % (self.id + 1, location_name)) try: item = self.pool_remove_item(item_pools, record.item, 1, world_id=player_id)[0] except KeyError: try: self.pool_remove_item(item_pools, "#Junk", 1, world_id=player_id) item_matcher = lambda item: pattern_matcher(record.item)( item.name) item = random.choice( list(ItemIterator(item_matcher, worlds[player_id]))) except KeyError: raise RuntimeError( 'Too many items were added to world %d, and not enough junk is available to be removed.' % (self.id + 1)) if record.price is not None: item.price = record.price location.world.push_item(location, item, True) if item.advancement: playthrough = Playthrough.max_explore( [world.state for world in worlds], itertools.chain.from_iterable(item_pools)) if not playthrough.can_beat_game(False): raise FillError( '%s in world %d is not reachable without %s in world %d!' % (location.name, self.id + 1, item.name, player_id + 1)) window.fillcount += 1 window.update_progress(5 + ( (window.fillcount / window.locationcount) * 30))
def pre_fill(self): from Fill import fill_restrictive, FillError attempts = 5 world = self.world player = self.player all_state = world.get_all_state(use_cache=True) crystals = [ self.create_item(name) for name in [ 'Red Pendant', 'Blue Pendant', 'Green Pendant', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 7', 'Crystal 5', 'Crystal 6' ] ] crystal_locations = [ world.get_location('Turtle Rock - Prize', player), world.get_location('Eastern Palace - Prize', player), world.get_location('Desert Palace - Prize', player), world.get_location('Tower of Hera - Prize', player), world.get_location('Palace of Darkness - Prize', player), world.get_location('Thieves\' Town - Prize', player), world.get_location('Skull Woods - Prize', player), world.get_location('Swamp Palace - Prize', player), world.get_location('Ice Palace - Prize', player), world.get_location('Misery Mire - Prize', player) ] placed_prizes = { loc.item.name for loc in crystal_locations if loc.item } unplaced_prizes = [ crystal for crystal in crystals if crystal.name not in placed_prizes ] empty_crystal_locations = [ loc for loc in crystal_locations if not loc.item ] for attempt in range(attempts): try: prizepool = unplaced_prizes.copy() prize_locs = empty_crystal_locations.copy() world.random.shuffle(prize_locs) fill_restrictive(world, all_state, prize_locs, prizepool, True, lock=True) except FillError as e: lttp_logger.exception( "Failed to place dungeon prizes (%s). Will retry %s more times", e, attempts - attempt) for location in empty_crystal_locations: location.item = None continue break else: raise FillError('Unable to place dungeon prizes')
def fill(self, window, worlds, location_pools, item_pools): max_states = State.get_states_with_items( [world.state for world in worlds], reduce(lambda a, b: a + b, item_pools)) if not State.can_beat_game(max_states, True): raise FillError( 'Item pool does not contain items required to beat game!') for world_dist in self.world_dists: world_dist.fill(window, worlds, location_pools, item_pools)
def fill_songs(world, attempts=15): songs = ItemFactory(songlist) song_locations = [ world.get_location('Song from Composer Grave'), world.get_location('Impa at Castle'), world.get_location('Song from Malon'), world.get_location('Song from Saria'), world.get_location('Song from Ocarina of Time'), world.get_location('Song at Windmill'), world.get_location('Sheik Forest Song'), world.get_location('Sheik at Temple'), world.get_location('Sheik in Crater'), world.get_location('Sheik in Ice Cavern'), world.get_location('Sheik in Kakariko'), world.get_location('Sheik at Colossus') ] placed_prizes = [ loc.item.name for loc in song_locations if loc.item is not None ] unplaced_prizes = [ song for song in songs if song.name not in placed_prizes ] empty_song_locations = [loc for loc in song_locations if loc.item is None] while attempts: attempts -= 1 try: prizepool = list(unplaced_prizes) prize_locs = list(empty_song_locations) random.shuffle(prizepool) random.shuffle(prize_locs) fill_restrictive( world, world.get_all_state(keys=True), prize_locs, prizepool ) #TODO: Set keys to true once keys are properly implemented except FillError: logging.getLogger('').info( "Failed to place songs. Will retry %s more times", attempts) for location in empty_song_locations: location.item = None continue break else: raise FillError('Unable to place songs')
def fill_songs(world, attempts=15): songs = ItemFactory(songlist) song_locations = [ world.get_location('Song from Skull Kid'), world.get_location('Song from HMS'), world.get_location('Song from Owl Tablet'), world.get_location('Song from Romani'), world.get_location('Song at Grave'), world.get_location('Song from Monkey'), world.get_location('Song from Baby Goron'), world.get_location('Song from Goron Elder'), world.get_location('Song from Zora Eggs'), world.get_location('Song from Igos'), world.get_location('Song from the Giants') ] placed_prizes = [ loc.item.name for loc in song_locations if loc.item is not None ] unplaced_prizes = [ song for song in songs if song.name not in placed_prizes ] empty_song_locations = [loc for loc in song_locations if loc.item is None] while attempts: attempts -= 1 try: prizepool = list(unplaced_prizes) prize_locs = list(empty_song_locations) random.shuffle(prizepool) random.shuffle(prize_locs) fill_restrictive( world, world.get_all_state(keys=True), prize_locs, prizepool ) #TODO: Set keys to true once keys are properly implemented except FillError: logging.getLogger('').info( "Failed to place songs. Will retry %s more times", attempts) for location in empty_song_locations: location.item = None continue break else: raise FillError('Unable to place songs')
def generate_itempool(world, player: int): if world.difficulty[player] not in difficulties: raise NotImplementedError(f"Diffulty {world.difficulty[player]}") if world.goal[player] not in { 'ganon', 'pedestal', 'bosses', 'triforcehunt', 'localtriforcehunt', 'icerodhunt', 'ganontriforcehunt', 'localganontriforcehunt', 'crystals', 'ganonpedestal' }: raise NotImplementedError( f"Goal {world.goal[player]} for player {player}") if world.mode[player] not in {'open', 'standard', 'inverted'}: raise NotImplementedError( f"Mode {world.mode[player]} for player {player}") if world.timer[player] not in { False, 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown' }: raise NotImplementedError( f"Timer {world.mode[player]} for player {player}") if world.timer[player] in ['ohko', 'timed-ohko']: world.can_take_damage[player] = False if world.goal[player] in [ 'pedestal', 'triforcehunt', 'localtriforcehunt', 'icerodhunt' ]: world.push_item(world.get_location('Ganon', player), ItemFactory('Nothing', player), False) else: world.push_item(world.get_location('Ganon', player), ItemFactory('Triforce', player), False) if world.goal[player] in ['triforcehunt', 'localtriforcehunt']: region = world.get_region('Light World', player) loc = ALttPLocation(player, "Murahdahla", parent=region) loc.access_rule = lambda state: state.has_triforce_pieces( state.world.treasure_hunt_count[player], player) region.locations.append(loc) world.dynamic_locations.append(loc) world.clear_location_cache() world.push_item(loc, ItemFactory('Triforce', player), False) loc.event = True loc.locked = True if world.goal[player] == 'icerodhunt': world.progression_balancing[player] = False loc = world.get_location('Turtle Rock - Boss', player) world.push_item(loc, ItemFactory('Triforce', player), False) if world.boss_shuffle[player] != 'none': if 'turtle rock-' not in world.boss_shuffle[player]: world.boss_shuffle[ player] = f'Turtle Rock-Trinexx;{world.boss_shuffle[player]}' else: logging.warning( f'Cannot guarantee that Trinexx is the boss of Turtle Rock for player {player}' ) loc.event = True loc.locked = True forbid_items_for_player( loc, { 'Red Pendant', 'Green Pendant', 'Blue Pendant', 'Crystal 5', 'Crystal 6' }, player) itemdiff = difficulties[world.difficulty[player]] itempool = [] itempool.extend(itemdiff.alwaysitems) itempool.remove('Ice Rod') itempool.extend(['Single Arrow', 'Sanctuary Heart Container']) itempool.extend(['Boss Heart Container'] * itemdiff.boss_heart_container_limit) itempool.extend(['Piece of Heart'] * itemdiff.heart_piece_limit) itempool.extend(itemdiff.bottles) itempool.extend(itemdiff.basicbow) itempool.extend(itemdiff.basicarmor) if not world.swordless[player]: itempool.extend(itemdiff.basicsword) itempool.extend(itemdiff.basicmagic) itempool.extend(itemdiff.basicglove) itempool.extend(itemdiff.basicshield) itempool.extend(itemdiff.legacyinsanity) itempool.extend(['Rupees (300)'] * 34) itempool.extend(['Bombs (10)'] * 5) itempool.extend(['Arrows (10)'] * 7) if world.keyshuffle[player] == 'universal': itempool.extend(itemdiff.universal_keys) itempool.append('Small Key (Universal)') for item in itempool: world.push_precollected(ItemFactory(item, player)) world.get_location('Ganon', player).event = True world.get_location('Ganon', player).locked = True event_pairs = [('Agahnim 1', 'Beat Agahnim 1'), ('Agahnim 2', 'Beat Agahnim 2'), ('Dark Blacksmith Ruins', 'Pick Up Purple Chest'), ('Frog', 'Get Frog'), ('Missing Smith', 'Return Smith'), ('Floodgate', 'Open Floodgate'), ('Agahnim 1', 'Beat Agahnim 1'), ('Flute Activation Spot', 'Activated Flute')] for location_name, event_name in event_pairs: location = world.get_location(location_name, player) event = ItemFactory(event_name, player) world.push_item(location, event, False) location.event = location.locked = True # set up item pool additional_triforce_pieces = 0 if world.custom: (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon) = make_custom_item_pool(world, player) world.rupoor_cost = min(world.customitemarray[67], 9999) else: pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, \ treasure_hunt_icon, additional_triforce_pieces = get_pool_core(world, player) for item in precollected_items: world.push_precollected(ItemFactory(item, player)) if world.mode[player] == 'standard' and not world.state.has_melee_weapon( player): if "Link's Uncle" not in placed_items: found_sword = False found_bow = False possible_weapons = [] for item in pool: if item in [ 'Progressive Sword', 'Fighter Sword', 'Master Sword', 'Tempered Sword', 'Golden Sword' ]: if not found_sword: found_sword = True possible_weapons.append(item) if item in ['Progressive Bow', 'Bow'] and not found_bow: found_bow = True possible_weapons.append(item) if item in [ 'Hammer', 'Bombs (10)', 'Fire Rod', 'Cane of Somaria', 'Cane of Byrna' ]: if item not in possible_weapons: possible_weapons.append(item) starting_weapon = world.random.choice(possible_weapons) placed_items["Link's Uncle"] = starting_weapon pool.remove(starting_weapon) if placed_items["Link's Uncle"] in [ 'Bow', 'Progressive Bow', 'Bombs (10)', 'Cane of Somaria', 'Cane of Byrna' ] and world.enemy_health[player] not in ['default', 'easy']: world.escape_assist[player].append('bombs') for (location, item) in placed_items.items(): world.push_item(world.get_location(location, player), ItemFactory(item, player), False) world.get_location(location, player).event = True world.get_location(location, player).locked = True items = ItemFactory(pool, player) if clock_mode is not None: world.clock_mode[player] = clock_mode if treasure_hunt_count is not None: world.treasure_hunt_count[player] = treasure_hunt_count % 999 if treasure_hunt_icon is not None: world.treasure_hunt_icon[player] = treasure_hunt_icon dungeon_items = [ item for item in get_dungeon_item_pool(world) if item.player == player and ( (item.smallkey and world.keyshuffle[player]) or (item.bigkey and world.bigkeyshuffle[player]) or (item.map and world.mapshuffle[player]) or (item.compass and world.compassshuffle[player]) or world.goal[player] == 'icerodhunt') ] if world.goal[player] == 'icerodhunt': for item in dungeon_items: world.itempool.append( ItemFactory(GetBeemizerItem(world, player, 'Nothing'), player)) world.push_precollected(item) else: world.itempool.extend([item for item in dungeon_items]) # logic has some branches where having 4 hearts is one possible requirement (of several alternatives) # rather than making all hearts/heart pieces progression items (which slows down generation considerably) # We mark one random heart container as an advancement item (or 4 heart pieces in expert mode) if world.goal[player] != 'icerodhunt' and world.difficulty[player] in [ 'easy', 'normal', 'hard' ] and not (world.custom and world.customitemarray[30] == 0): next(item for item in items if item.name == 'Boss Heart Container').advancement = True elif world.goal[player] != 'icerodhunt' and world.difficulty[player] in [ 'expert' ] and not (world.custom and world.customitemarray[29] < 4): adv_heart_pieces = (item for item in items if item.name == 'Piece of Heart') for i in range(4): next(adv_heart_pieces).advancement = True progressionitems = [] nonprogressionitems = [] for item in items: if item.advancement or item.type: progressionitems.append(item) else: nonprogressionitems.append( GetBeemizerItem(world, item.player, item)) world.random.shuffle(nonprogressionitems) if additional_triforce_pieces: if additional_triforce_pieces > len(nonprogressionitems): raise FillError( f"Not enough non-progression items to replace with Triforce pieces found for player " f"{world.get_player_names(player)}.") progressionitems += [ItemFactory("Triforce Piece", player) ] * additional_triforce_pieces nonprogressionitems.sort(key=lambda item: int("Heart" in item.name) ) # try to keep hearts in the pool nonprogressionitems = nonprogressionitems[additional_triforce_pieces:] world.random.shuffle(nonprogressionitems) # shuffle medallions if world.required_medallions[player][0] == "random": mm_medallion = world.random.choice(['Ether', 'Quake', 'Bombos']) else: mm_medallion = world.required_medallions[player][0] if world.required_medallions[player][1] == "random": tr_medallion = world.random.choice(['Ether', 'Quake', 'Bombos']) else: tr_medallion = world.required_medallions[player][1] world.required_medallions[player] = (mm_medallion, tr_medallion) place_bosses(world, player) set_up_shops(world, player) if world.shop_shuffle[player]: shuffle_shops(world, nonprogressionitems, player) create_dynamic_shop_locations(world, player) world.itempool += progressionitems + nonprogressionitems if world.retro[player]: set_up_take_anys(world, player) # depends on world.itempool to be set
def place_bosses(world, player): if world.boss_shuffle[player] == 'none': return # Most to least restrictive order if world.mode[player] != 'inverted': boss_locations = [ ['Ganons Tower', 'top'], ['Tower of Hera', None], ['Skull Woods', None], ['Ganons Tower', 'middle'], ['Eastern Palace', None], ['Desert Palace', None], ['Palace of Darkness', None], ['Swamp Palace', None], ['Thieves Town', None], ['Ice Palace', None], ['Misery Mire', None], ['Turtle Rock', None], ['Ganons Tower', 'bottom'], ] else: boss_locations = [ ['Inverted Ganons Tower', 'top'], ['Tower of Hera', None], ['Skull Woods', None], ['Inverted Ganons Tower', 'middle'], ['Eastern Palace', None], ['Desert Palace', None], ['Palace of Darkness', None], ['Swamp Palace', None], ['Thieves Town', None], ['Ice Palace', None], ['Misery Mire', None], ['Turtle Rock', None], ['Inverted Ganons Tower', 'bottom'], ] all_bosses = sorted( boss_table.keys()) #s orted to be deterministic on older pythons placeable_bosses = [ boss for boss in all_bosses if boss not in ['Agahnim', 'Agahnim2', 'Ganon'] ] if world.boss_shuffle[player] in ["basic", "normal"]: # temporary hack for swordless kholdstare: if world.swords[player] == 'swordless': world.get_dungeon('Ice Palace', player).boss = BossFactory('Kholdstare', player) logging.getLogger('').debug( 'Placing boss Kholdstare at Ice Palace') boss_locations.remove(['Ice Palace', None]) placeable_bosses.remove('Kholdstare') if world.boss_shuffle[player] == "basic": # vanilla bosses shuffled bosses = placeable_bosses + [ 'Armos Knights', 'Lanmolas', 'Moldorm' ] else: # all bosses present, the three duplicates chosen at random bosses = all_bosses + [ random.choice(placeable_bosses) for _ in range(3) ] logging.getLogger('').debug('Bosses chosen %s', bosses) random.shuffle(bosses) for [loc, level] in boss_locations: loc_text = loc + (' (' + level + ')' if level else '') boss = next((b for b in bosses if can_place_boss(world, player, b, loc, level)), None) if not boss: raise FillError('Could not place boss for location %s' % loc_text) bosses.remove(boss) logging.getLogger('').debug('Placing boss %s at %s', boss, loc_text) world.get_dungeon(loc, player).bosses[level] = BossFactory( boss, player) elif world.boss_shuffle[player] == "chaos": #all bosses chosen at random for [loc, level] in boss_locations: loc_text = loc + (' (' + level + ')' if level else '') try: boss = random.choice([ b for b in placeable_bosses if can_place_boss(world, player, b, loc, level) ]) except IndexError: raise FillError('Could not place boss for location %s' % loc_text) logging.getLogger('').debug('Placing boss %s at %s', boss, loc_text) world.get_dungeon(loc, player).bosses[level] = BossFactory( boss, player)
def place_bosses(world, player: int): if world.boss_shuffle[player] == 'none': return # Most to least restrictive order boss_locations = [ ['Ganons Tower', 'top'], ['Tower of Hera', None], ['Skull Woods', None], ['Ganons Tower', 'middle'], ['Eastern Palace', None], ['Desert Palace', None], ['Palace of Darkness', None], ['Swamp Palace', None], ['Thieves Town', None], ['Ice Palace', None], ['Misery Mire', None], ['Turtle Rock', None], ['Ganons Tower', 'bottom'], ] all_bosses = sorted(boss_table.keys()) # sorted to be deterministic on older pythons placeable_bosses = [boss for boss in all_bosses if boss not in ['Agahnim', 'Agahnim2', 'Ganon']] if world.boss_shuffle[player] in ["basic", "normal"]: if world.boss_shuffle[player] == "basic": # vanilla bosses shuffled bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm'] else: # all bosses present, the three duplicates chosen at random bosses = all_bosses + [world.random.choice(placeable_bosses) for _ in range(3)] logging.debug('Bosses chosen %s', bosses) world.random.shuffle(bosses) for loc, level in boss_locations: boss = next((b for b in bosses if can_place_boss(b, loc, level)), None) if not boss: loc_text = loc + (' (' + level + ')' if level else '') raise FillError('Could not place boss for location %s' % loc_text) bosses.remove(boss) place_boss(world, player, boss, loc, level) elif world.boss_shuffle[player] == "chaos": # all bosses chosen at random for loc, level in boss_locations: try: boss = world.random.choice( [b for b in placeable_bosses if can_place_boss(b, loc, level)]) except IndexError: loc_text = loc + (' (' + level + ')' if level else '') raise FillError('Could not place boss for location %s' % loc_text) else: place_boss(world, player, boss, loc, level) elif world.boss_shuffle[player] == "singularity": primary_boss = world.random.choice(placeable_bosses) remaining_boss_locations = [] for loc, level in boss_locations: # place that boss where it can go if can_place_boss(primary_boss, loc, level): place_boss(world, player, primary_boss, loc, level) else: remaining_boss_locations.append((loc, level)) if remaining_boss_locations: # pick a boss to go into the remaining locations remaining_boss = world.random.choice([boss for boss in placeable_bosses if all( can_place_boss(boss, loc, level) for loc, level in remaining_boss_locations)]) for loc, level in remaining_boss_locations: place_boss(world, player, remaining_boss, loc, level) else: raise FillError(f"Could not find boss shuffle mode {world.boss_shuffle[player]}")
def fill(self, window, worlds, location_pools, item_pools): world = worlds[self.id] locations = {} if self.locations: locations = { loc: self.locations[loc] for loc in random.sample(self.locations.keys(), len(self.locations)) } for starting_item in self.starting_items: for _ in range(self.starting_items[starting_item].count): try: if starting_item in item_groups['DungeonReward']: continue item = None if starting_item in item_groups['Bottle']: item = self.pool_replace_item(item_pools, "#Bottle", self.id, "#Junk", worlds) elif starting_item in item_groups['AdultTrade']: item = self.pool_replace_item(item_pools, "#AdultTrade", self.id, "#Junk", worlds) elif IsItem(starting_item): try: item = self.pool_replace_item( item_pools, starting_item, self.id, "#Junk", worlds) except KeyError: pass # If a normal item exceeds the item pool count, continue. except KeyError: raise RuntimeError( 'Started with too many "%s" in world %d, and not enough "%s" are available in the item pool to be removed.' % (starting_item, self.id + 1, starting_item)) if starting_item in item_groups['Song']: self.song_as_items = True # Update item_pool if item is not None: if item not in self.item_pool: self.item_pool[item.name] = ItemPoolRecord({ 'type': 'set', 'count': 1 }) else: self.item_pool[item.name].count += 1 item_pools[5].append(ItemFactory(item.name, world)) for (location_name, record) in pattern_dict_items(locations, world.itempool, []): if record.item is None: continue player_id = self.id if record.player is None else record.player - 1 location_matcher = lambda loc: loc.world.id == world.id and loc.name == location_name location = pull_first_element(location_pools, location_matcher) if location is None: try: location = LocationFactory(location_name) except KeyError: raise RuntimeError('Unknown location in world %d: %s' % (world.id + 1, location_name)) if location.type == 'Boss': continue elif location.name in world.disabled_locations: continue else: raise RuntimeError( 'Location already filled in world %d: %s' % (self.id + 1, location_name)) if record.item in item_groups['DungeonReward']: raise RuntimeError( 'Cannot place dungeon reward %s in world %d in location %s.' % (record.item, self.id + 1, location_name)) if record.item == '#Junk' and location.type == 'Song' and not world.shuffle_song_items: record.item = '#JunkSong' ignore_pools = None is_invert = pattern_matcher(record.item)('!') if is_invert and location.type != 'Song' and not world.shuffle_song_items: ignore_pools = [2] if is_invert and location.type == 'Song' and not world.shuffle_song_items: ignore_pools = [i for i in range(len(item_pools)) if i != 2] try: item = self.pool_remove_item(item_pools, record.item, 1, world_id=player_id, ignore_pools=ignore_pools)[0] except KeyError: if location.type == 'Shop' and "Buy" in record.item: try: self.pool_remove_item([item_pools[0]], "Buy *", 1, world_id=player_id) item = ItemFactory([record.item], world=world)[0] except KeyError: raise RuntimeError( 'Too many shop buy items were added to world %d, and not enough shop buy items are available in the item pool to be removed.' % (self.id + 1)) elif record.item in item_groups['Bottle']: try: item = self.pool_replace_item(item_pools, "#Bottle", player_id, record.item, worlds) except KeyError: raise RuntimeError( 'Too many bottles were added to world %d, and not enough bottles are available in the item pool to be removed.' % (self.id + 1)) elif record.item in item_groups['AdultTrade']: try: item = self.pool_replace_item(item_pools, "#AdultTrade", player_id, record.item, worlds) except KeyError: raise RuntimeError( 'Too many adult trade items were added to world %d, and not enough adult trade items are available in the item pool to be removed.' % (self.id + 1)) else: try: item = self.pool_replace_item(item_pools, "#Junk", player_id, record.item, worlds) except KeyError: raise RuntimeError( 'Too many items were added to world %d, and not enough junk is available to be removed.' % (self.id + 1)) # Update item_pool if item.name not in self.item_pool: self.item_pool[item.name] = ItemPoolRecord({ 'type': 'set', 'count': 1 }) else: self.item_pool[item.name].count += 1 except IndexError: raise RuntimeError( 'Unknown item %s being placed on location %s in world %d.' % (record.item, location, self.id + 1)) if record.price is not None and item.type != 'Shop': location.price = record.price world.shop_prices[location.name] = record.price if location.type == 'Song' and item.type != 'Song': self.song_as_items = True location.world.push_item(location, item, True) if item.advancement: search = Search.max_explore( [world.state for world in worlds], itertools.chain.from_iterable(item_pools)) if not search.can_beat_game(False): raise FillError( '%s in world %d is not reachable without %s in world %d!' % (location.name, self.id + 1, item.name, player_id + 1)) window.fillcount += 1 window.update_progress(5 + ( (window.fillcount / window.locationcount) * 30))
def generate_itempool(world, player: int): if world.difficulty[player] not in difficulties: raise NotImplementedError(f"Diffulty {world.difficulty[player]}") if world.goal[player] not in { 'ganon', 'pedestal', 'dungeons', 'triforcehunt', 'localtriforcehunt', 'ganontriforcehunt', 'localganontriforcehunt', 'crystals', 'ganonpedestal' }: raise NotImplementedError(f"Goal {world.goal[player]}") if world.mode[player] not in {'open', 'standard', 'inverted'}: raise NotImplementedError(f"Mode {world.mode[player]}") if world.timer[player] not in { False, 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown' }: raise NotImplementedError(f"Timer {world.mode[player]}") if world.timer[player] in ['ohko', 'timed-ohko']: world.can_take_damage[player] = False if world.goal[player] in ['pedestal', 'triforcehunt', 'localtriforcehunt']: world.push_item(world.get_location('Ganon', player), ItemFactory('Nothing', player), False) else: world.push_item(world.get_location('Ganon', player), ItemFactory('Triforce', player), False) if world.goal[player] in ['triforcehunt', 'localtriforcehunt']: region = world.get_region('Light World', player) loc = Location(player, "Murahdahla", parent=region) loc.access_rule = lambda state: state.has_triforce_pieces( state.world.treasure_hunt_count[player], player) region.locations.append(loc) world.dynamic_locations.append(loc) world.clear_location_cache() world.push_item(loc, ItemFactory('Triforce', player), False) loc.event = True loc.locked = True world.get_location('Ganon', player).event = True world.get_location('Ganon', player).locked = True world.push_item(world.get_location('Agahnim 1', player), ItemFactory('Beat Agahnim 1', player), False) world.get_location('Agahnim 1', player).event = True world.get_location('Agahnim 1', player).locked = True world.push_item(world.get_location('Agahnim 2', player), ItemFactory('Beat Agahnim 2', player), False) world.get_location('Agahnim 2', player).event = True world.get_location('Agahnim 2', player).locked = True world.push_item(world.get_location('Dark Blacksmith Ruins', player), ItemFactory('Pick Up Purple Chest', player), False) world.get_location('Dark Blacksmith Ruins', player).event = True world.get_location('Dark Blacksmith Ruins', player).locked = True world.push_item(world.get_location('Frog', player), ItemFactory('Get Frog', player), False) world.get_location('Frog', player).event = True world.get_location('Frog', player).locked = True world.push_item(world.get_location('Missing Smith', player), ItemFactory('Return Smith', player), False) world.get_location('Missing Smith', player).event = True world.get_location('Missing Smith', player).locked = True world.push_item(world.get_location('Floodgate', player), ItemFactory('Open Floodgate', player), False) world.get_location('Floodgate', player).event = True world.get_location('Floodgate', player).locked = True # set up item pool additional_triforce_pieces = 0 if world.custom: (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon) = make_custom_item_pool(world, player) world.rupoor_cost = min(world.customitemarray[67], 9999) else: pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, \ treasure_hunt_icon, additional_triforce_pieces = get_pool_core(world, player) for item in precollected_items: world.push_precollected(ItemFactory(item, player)) if world.mode[player] == 'standard' and not world.state.has_melee_weapon( player): if "Link's Uncle" not in placed_items: found_sword = False found_bow = False possible_weapons = [] for item in pool: if item in [ 'Progressive Sword', 'Fighter Sword', 'Master Sword', 'Tempered Sword', 'Golden Sword' ]: if not found_sword and world.swords[player] != 'swordless': found_sword = True possible_weapons.append(item) if item in ['Progressive Bow', 'Bow'] and not found_bow: found_bow = True possible_weapons.append(item) if item in [ 'Hammer', 'Bombs (10)', 'Fire Rod', 'Cane of Somaria', 'Cane of Byrna' ]: if item not in possible_weapons: possible_weapons.append(item) starting_weapon = world.random.choice(possible_weapons) placed_items["Link's Uncle"] = starting_weapon pool.remove(starting_weapon) if placed_items["Link's Uncle"] in [ 'Bow', 'Progressive Bow', 'Bombs (10)', 'Cane of Somaria', 'Cane of Byrna' ] and world.enemy_health[player] not in ['default', 'easy']: world.escape_assist[player].append('bombs') for (location, item) in placed_items.items(): world.push_item(world.get_location(location, player), ItemFactory(item, player), False) world.get_location(location, player).event = True world.get_location(location, player).locked = True items = ItemFactory(pool, player) if clock_mode is not None: world.clock_mode[player] = clock_mode if treasure_hunt_count is not None: world.treasure_hunt_count[player] = treasure_hunt_count if treasure_hunt_icon is not None: world.treasure_hunt_icon[player] = treasure_hunt_icon world.itempool.extend([ item for item in get_dungeon_item_pool(world) if item.player == player and ( (item.smallkey and world.keyshuffle[player]) or (item.bigkey and world.bigkeyshuffle[player]) or (item.map and world.mapshuffle[player]) or (item.compass and world.compassshuffle[player])) ]) # logic has some branches where having 4 hearts is one possible requirement (of several alternatives) # rather than making all hearts/heart pieces progression items (which slows down generation considerably) # We mark one random heart container as an advancement item (or 4 heart pieces in expert mode) if world.difficulty[player] in [ 'easy', 'normal', 'hard' ] and not (world.custom and world.customitemarray[30] == 0): next(item for item in items if item.name == 'Boss Heart Container').advancement = True elif world.difficulty[player] in [ 'expert' ] and not (world.custom and world.customitemarray[29] < 4): adv_heart_pieces = (item for item in items if item.name == 'Piece of Heart') for i in range(4): next(adv_heart_pieces).advancement = True beeweights = { 0: { None: 100 }, 1: { None: 75, 'trap': 25 }, 2: { None: 40, 'trap': 40, 'bee': 20 }, 3: { 'trap': 50, 'bee': 50 }, 4: { 'trap': 100 } } def beemizer(item): if world.beemizer[ item. player] and not item.advancement and not item.priority and not item.type: choice = world.random.choices( list(beeweights[world.beemizer[item.player]].keys()), weights=list( beeweights[world.beemizer[item.player]].values()))[0] return item if not choice else ItemFactory( "Bee Trap", player) if choice == 'trap' else ItemFactory( "Bee", player) return item progressionitems = [] nonprogressionitems = [] for item in items: if item.advancement or item.priority or item.type: progressionitems.append(item) else: nonprogressionitems.append(beemizer(item)) world.random.shuffle(nonprogressionitems) if additional_triforce_pieces: if additional_triforce_pieces > len(nonprogressionitems): raise FillError( f"Not enough non-progression items to replace with Triforce pieces found for player " f"{world.get_player_names(player)}.") progressionitems += [ItemFactory("Triforce Piece", player) ] * additional_triforce_pieces nonprogressionitems.sort(key=lambda item: int("Heart" in item.name) ) # try to keep hearts in the pool nonprogressionitems = nonprogressionitems[additional_triforce_pieces:] world.random.shuffle(nonprogressionitems) # shuffle medallions mm_medallion = world.random.choice(['Ether', 'Quake', 'Bombos']) tr_medallion = world.random.choice(['Ether', 'Quake', 'Bombos']) world.required_medallions[player] = (mm_medallion, tr_medallion) place_bosses(world, player) set_up_shops(world, player) if world.shop_shuffle[player]: shuffle_shops(world, nonprogressionitems, player) create_dynamic_shop_locations(world, player) world.itempool += progressionitems + nonprogressionitems if world.retro[player]: set_up_take_anys(world, player) # depends on world.itempool to be set
def fill(self, window, worlds, location_pools, item_pools): """Fills the world with restrictions defined in a plandomizer JSON file. :param window: :param worlds: A list of the world objects that define the rules of each game world. :param location_pools: A list containing all of the location pools. 0: Shop Locations 1: Song Locations 2: Fill locations :param item_pools: A list containing all of the item pools. 0: Shop Items 1: Dungeon Items 2: Songs 3: Progression Items 4: Priority Items 5: The rest of the Item pool """ world = worlds[self.id] locations = {} if self.locations: locations = {loc: self.locations[loc] for loc in random.sample(self.locations.keys(), len(self.locations))} used_items = [] for (location_name, record) in pattern_dict_items(locations, world.itempool, used_items): if record.item is None: continue player_id = self.id if record.player is None else record.player - 1 location_matcher = lambda loc: loc.world.id == world.id and loc.name.lower() == location_name.lower() location = pull_first_element(location_pools, location_matcher) if location is None: try: location = LocationFactory(location_name) except KeyError: raise RuntimeError('Unknown location in world %d: %s' % (world.id + 1, location_name)) if location.type == 'Boss': continue elif location.name in world.disabled_locations: continue else: raise RuntimeError('Location already filled in world %d: %s' % (self.id + 1, location_name)) if record.item in item_groups['DungeonReward']: raise RuntimeError('Cannot place dungeon reward %s in world %d in location %s.' % (record.item, self.id + 1, location_name)) if record.item == '#Junk' and location.type == 'Song' and not world.shuffle_song_items: record.item = '#JunkSong' ignore_pools = None is_invert = pattern_matcher(record.item)('!') if is_invert and location.type != 'Song' and not world.shuffle_song_items: ignore_pools = [2] if is_invert and location.type == 'Song' and not world.shuffle_song_items: ignore_pools = [i for i in range(len(item_pools)) if i != 2] try: if record.item == "#Bottle": try: item = self.pool_replace_item(item_pools, "#Bottle", player_id, record.item, worlds) # Update item_pool if item.name not in self.item_pool: self.item_pool[item.name] = ItemPoolRecord() else: self.item_pool[item.name].count += 1 except KeyError: raise RuntimeError( 'Too many bottles were added to world %d, and not enough bottles are available in the item pool to be removed.' % ( self.id + 1)) elif record.item == "#AdultTrade": try: item = self.pool_replace_item(item_pools, "#AdultTrade", player_id, record.item, worlds) # Update item_pool if item.name not in self.item_pool: self.item_pool[item.name] = ItemPoolRecord() else: self.item_pool[item.name].count += 1 except KeyError: raise RuntimeError( 'Too many adult trade items were added to world %d, and not enough adult trade items are available in the item pool to be removed.' % ( self.id + 1)) else: item = self.pool_remove_item(item_pools, record.item, 1, world_id=player_id, ignore_pools=ignore_pools)[0] except KeyError: if location.type == 'Shop' and "Buy" in record.item: try: self.pool_remove_item([item_pools[0]], "Buy *", 1, world_id=player_id) item = ItemFactory([record.item], world=world)[0] except KeyError: raise RuntimeError('Too many shop buy items were added to world %d, and not enough shop buy items are available in the item pool to be removed.' % (self.id + 1)) elif record.item in item_groups['Bottle']: try: item = self.pool_replace_item(item_pools, "#Bottle", player_id, record.item, worlds) except KeyError: raise RuntimeError('Too many bottles were added to world %d, and not enough bottles are available in the item pool to be removed.' % (self.id + 1)) elif record.item in item_groups['AdultTrade']: try: item = self.pool_replace_item(item_pools, "#AdultTrade", player_id, record.item, worlds) except KeyError: raise RuntimeError('Too many adult trade items were added to world %d, and not enough adult trade items are available in the item pool to be removed.' % (self.id + 1)) elif record.item == "Weird Egg": # If Letter has not been shown to guard before obtaining a second weird egg a softlock can occur # if there are important items at deku theater or an important location locked behind the gate # or if Keaton Mask gets overwritten before giving it to the guard. try: item = self.pool_replace_item(item_pools, "Weird Egg", player_id, record.item, worlds) except KeyError: raise RuntimeError('Weird Egg already placed in World %d.' % (self.id + 1)) else: try: item = self.pool_replace_item(item_pools, "#Junk", player_id, record.item, worlds) except KeyError: raise RuntimeError('Too many items were added to world %d, and not enough junk is available to be removed.' % (self.id + 1)) # Update item_pool if item.name not in self.item_pool: self.item_pool[item.name] = ItemPoolRecord() else: self.item_pool[item.name].count += 1 except IndexError: raise RuntimeError('Unknown item %s being placed on location %s in world %d.' % (record.item, location, self.id + 1)) if record.price is not None and item.type != 'Shop': location.price = record.price world.shop_prices[location.name] = record.price if location.type == 'Song' and item.type != 'Song': self.song_as_items = True location.world.push_item(location, item, True) if item.advancement: search = Search.max_explore([world.state for world in worlds], itertools.chain.from_iterable(item_pools)) if not search.can_beat_game(False): raise FillError('%s in world %d is not reachable without %s in world %d!' % (location.name, self.id + 1, item.name, player_id + 1)) window.fillcount += 1 window.update_progress(5 + ((window.fillcount / window.locationcount) * 30))
def place_bosses(world, player: int): if world.boss_shuffle[player] == 'none': return # Most to least restrictive order boss_locations = [ ['Ganons Tower', 'top'], ['Tower of Hera', None], ['Skull Woods', None], ['Ganons Tower', 'middle'], ['Eastern Palace', None], ['Desert Palace', None], ['Palace of Darkness', None], ['Swamp Palace', None], ['Thieves Town', None], ['Ice Palace', None], ['Misery Mire', None], ['Turtle Rock', None], ['Ganons Tower', 'bottom'], ] all_bosses = sorted( boss_table.keys()) # sorted to be deterministic on older pythons placeable_bosses = [ boss for boss in all_bosses if boss not in ['Agahnim', 'Agahnim2', 'Ganon'] ] shuffle_mode = world.boss_shuffle[player] already_placed_bosses = [] if ";" in shuffle_mode: bosses = shuffle_mode.split(";") shuffle_mode = bosses.pop() for boss in bosses: if "-" in boss: loc, boss = boss.split("-") boss = boss.title() level = None if loc.split(" ")[-1] in {"top", "middle", "bottom"}: # split off level loc = loc.split(" ") level = loc[-1] loc = " ".join(loc[:-1]) loc = loc.title() if can_place_boss(boss, loc, level) and [loc, level ] in boss_locations: place_boss(world, player, boss, loc, level) already_placed_bosses.append(boss) boss_locations.remove([loc, level]) else: Exception("Cannot place", boss, "at", loc, level, "for player", player) else: boss = boss.title() boss_locations, already_placed_bosses = place_where_possible( world, player, boss, boss_locations) if shuffle_mode == "none": return # vanilla bosses come pre-placed if shuffle_mode in ["basic", "normal"]: if world.boss_shuffle[player] == "basic": # vanilla bosses shuffled bosses = placeable_bosses + [ 'Armos Knights', 'Lanmolas', 'Moldorm' ] else: # all bosses present, the three duplicates chosen at random bosses = all_bosses + [ world.random.choice(placeable_bosses) for _ in range(3) ] # there is probably a better way to do this while already_placed_bosses: # remove already manually placed bosses, to prevent for example triple Lanmolas boss = already_placed_bosses.pop() if boss in bosses: bosses.remove(boss) # there may be more bosses than locations at this point, depending on manual placement logging.debug('Bosses chosen %s', bosses) world.random.shuffle(bosses) for loc, level in boss_locations: boss = next((b for b in bosses if can_place_boss(b, loc, level)), None) if not boss: loc_text = loc + (' (' + level + ')' if level else '') raise FillError('Could not place boss for location %s' % loc_text) bosses.remove(boss) place_boss(world, player, boss, loc, level) elif shuffle_mode == "chaos": # all bosses chosen at random for loc, level in boss_locations: try: boss = world.random.choice([ b for b in placeable_bosses if can_place_boss(b, loc, level) ]) except IndexError: loc_text = loc + (' (' + level + ')' if level else '') raise FillError('Could not place boss for location %s' % loc_text) else: place_boss(world, player, boss, loc, level) elif shuffle_mode == "singularity": primary_boss = world.random.choice(placeable_bosses) remaining_boss_locations, _ = place_where_possible( world, player, primary_boss, boss_locations) if remaining_boss_locations: # pick a boss to go into the remaining locations remaining_boss = world.random.choice([ boss for boss in placeable_bosses if all( can_place_boss(boss, loc, level) for loc, level in remaining_boss_locations) ]) remaining_boss_locations, _ = place_where_possible( world, player, remaining_boss, remaining_boss_locations) if remaining_boss_locations: raise Exception("Unfilled boss locations!") else: raise FillError(f"Could not find boss shuffle mode {shuffle_mode}")
def place_bosses(world, player: int): if world.boss_shuffle[player] == 'none': return # Most to least restrictive order boss_locations = boss_location_table.copy() world.random.shuffle(boss_locations) boss_locations.sort(key= lambda location: -int(restrictive_boss_locations[location])) all_bosses = sorted(boss_table.keys()) # sorted to be deterministic on older pythons placeable_bosses = [boss for boss in all_bosses if boss not in ['Agahnim', 'Agahnim2', 'Ganon']] shuffle_mode = world.boss_shuffle[player] already_placed_bosses = [] if ";" in shuffle_mode: bosses = shuffle_mode.split(";") shuffle_mode = bosses.pop() for boss in bosses: if "-" in boss: loc, boss = boss.split("-") boss = boss.title() level = None if loc.split(" ")[-1] in {"top", "middle", "bottom"}: # split off level loc = loc.split(" ") level = loc[-1] loc = " ".join(loc[:-1]) loc = loc.title().replace("Of", "of") if can_place_boss(boss, loc, level) and (loc, level) in boss_locations: place_boss(world, player, boss, loc, level) already_placed_bosses.append(boss) boss_locations.remove((loc, level)) else: raise Exception(f"Cannot place {boss} at {format_boss_location(loc, level)} for player {player}.") else: boss = boss.title() boss_locations, already_placed_bosses = place_where_possible(world, player, boss, boss_locations) if shuffle_mode == "none": return # vanilla bosses come pre-placed if shuffle_mode in ["basic", "normal"]: if world.boss_shuffle[player] == "basic": # vanilla bosses shuffled bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm'] else: # all bosses present, the three duplicates chosen at random bosses = placeable_bosses + world.random.sample(placeable_bosses, 3) # there is probably a better way to do this while already_placed_bosses: # remove already manually placed bosses, to prevent for example triple Lanmolas boss = already_placed_bosses.pop() if boss in bosses: bosses.remove(boss) # there may be more bosses than locations at this point, depending on manual placement logging.debug('Bosses chosen %s', bosses) world.random.shuffle(bosses) for loc, level in boss_locations: for _ in range(len(bosses)): boss = bosses.pop() if can_place_boss(boss, loc, level): break # put the boss back in queue bosses.insert(0, boss) # this would be faster with deque, # but the deque size is small enough that it should not matter else: raise FillError(f'Could not place boss for location {format_boss_location(loc, level)}') place_boss(world, player, boss, loc, level) elif shuffle_mode == "chaos": # all bosses chosen at random for loc, level in boss_locations: try: boss = world.random.choice( [b for b in placeable_bosses if can_place_boss(b, loc, level)]) except IndexError: raise FillError(f'Could not place boss for location {format_boss_location(loc, level)}') else: place_boss(world, player, boss, loc, level) elif shuffle_mode == "singularity": primary_boss = world.random.choice(placeable_bosses) remaining_boss_locations, _ = place_where_possible(world, player, primary_boss, boss_locations) if remaining_boss_locations: # pick a boss to go into the remaining locations remaining_boss = world.random.choice([boss for boss in placeable_bosses if all( can_place_boss(boss, loc, level) for loc, level in remaining_boss_locations)]) remaining_boss_locations, _ = place_where_possible(world, player, remaining_boss, remaining_boss_locations) if remaining_boss_locations: raise Exception("Unfilled boss locations!") else: raise FillError(f"Could not find boss shuffle mode {shuffle_mode}")